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Made in us
Fresh-Faced New User




So, i've been playing fantasy for awhile and I decided I might want to pick up 40K as well. I decided to try with Imperial Guard, so i've been working on a 1500pt imperial guard list for my entry point.


HQ: Company Command Squad
4 Company Command Squad, (Meltagun x4)
1 Company Commander ( Melta Bombs )
1 Chimera Turret Multi-Laser; Heavy Flamer

Troops: Infantry Platoon
1 Infantry Platoon,
4 Platoon Command Squad (Grenade Launcher x4)
1 Platoon Commander
7 Infantry Squad (Grenade Launcher)
1 Heavy Weapons Team (Autocannon)
1 Sergeant
7 Infantry Squad (Grenade Launcher)
1 Heavy Weapons Team (Autocannon)
1 Sergeant

Troops: Veteran Squad
7 Veteran Squad, (Plasma gun x3)
1 Veteran Heavy Weapon Team (Lascannon)
1 Veteran Sergeant (Plasma Pistol)
1 Chimera ( Turret Multi-Laser; Heavy Flamer)

Troops: Veteran Squad
7 Veteran Squad, ( Plasma gun x3)
1 Veteran Heavy Weapon Team (Lascannon)
1 Veteran Sergeant (Plasma Pistol)
1 Chimera ( Turret Multi-Laser; Heavy Flamer)

Fast Attack: Valkyrie Assault Carrier Squadron
1 Valkyrie (Multilaser; Multiple Rocket Pods x2)

Fast Attack: Vendetta Gunship Squadron
1 Vendetta (Twin-linked Lascannon x3)

Heavy Support: Leman Russ Squadron
1 Leman Russ Squadron
1 Leman Russ Battle Tank
1 Leman Russ Demolisher

Heavy Support: Leman Russ Squadron
1 Leman Russ Squadron
1 Leman Russ Executioner

I'm actually 5 points short right now, but I thought i'd see what people thought. My idea is small hybrid mechanized elite, hence the heavy(expensive?) weaponry. The CCS and vet teams are my heavy forward units. My Platoon is more a hold back and fire sort of group with the Aircraft that can ferry them troops for late game objectives, positioning, etc.

Am I going too heavy with the plasma? (part of it might be my desire for symmetry in units?!) I tried to have a great antitank (demolisher), great anti heavy infantry (plasma), and a traditional russ to fill in gaps as needed.

My future goal is to add a vulture gunship, maybe taurus venator squad, and a stormlord someday... then it will be more fully mechanized.

Please let me know what you think. Do I have all my bases covered? Is there any tweaking that you'd recommend?
   
Made in gb
Tunneling Trygon






You don't want those lascannons on units in chimeras. The chimera should move every turn and if it does the lascannon can't shoot.

Valkyrie is better as a troop carrier as it can move and still fire. For pure gun platform go dual vendetta.

If running 2 russes I like them to have similar ranges with shooting so they can work together and not get isolated on their own.

"We didn't underestimate them but they were a lot better than we thought."
Sir Bobby Robson 
   
Made in us
Regular Dakkanaut





Ruminator gives some good advice....Another one I'll chime in on, is that 5 troop choices for IG at 1.5k is a shy low. They are easily killed and your opponent knows it. Take them out of the picture and it's victory for them. No need to squadron those Leman Russes. You have 3 slots, and squadrons make it a bit easier to kill them. Remember all you need to do is immobilize it and it turns to a wreck...Squadrons are great at higher point games.

You have more heavy support than do a "core" of your army. Bolster up what was stated and you'll have a nice list. Believe me I know how it is with IG starting out. You see all these awesome gun platforms and you want to take as much as you can, but alas in time you'll notice this makes your list weak. IG is all about massing up tons of scoring units and have some "support" for them. Not the other way around.


Hope this helps!

This message was edited 3 times. Last update was at 2011/09/22 13:56:38


   
Made in us
Fresh-Faced New User




Thanks for the ideas, I'll take that home with me and have a think. I've come up with a lot of questions based on your recommendations, tho!

I liked the idea of multiple rocket pods on the valk, so it would be antinfantry, while the detta' would be antitank.

However, if the consensus is that vendetta is better as a gun platform, I might try that... but then where do I go with heavy anti infantry?

I will work up a list later, but I was thinking dropping the executioner to free up points. Obviously I would split the russ and demolisher. They did not need to be squadroned, it was because I was playing around with higher point lists. I always end up getting way ahead of myself.

The lascannon vet squad -> the reason not to take this is because it is heavy, and can not move then fire, right? If the Chimera does not move, it can fire, tho? I thought plasmas meshed well with lascannons for anti heavy support? If I have two vendettas, it might be a bit much lascan-wise, anyway.

Would you recommend more Platoons, or more veterans? or even another CCS? What would you recommend for added anti horde/light infantry?
   
Made in us
Member of a Lodge? I Can't Say




WI

fyrenn wrote:

However, if the consensus is that vendetta is better as a gun platform, I might try that... but then where do I go with heavy anti infantry?


Your LRBTs are your anti-Infantry. The Battlecannon is not great against vehicles due to the scatter and the rule where if the center hole is not on the vehicle it is half strength against that armor side. You combine that with the heavy bolter and yeah, your main target should then be infantry.


fyrenn wrote:
The lascannon vet squad -> the reason not to take this is because it is heavy, and can not move then fire, right? If the Chimera does not move, it can fire, tho? I thought plasmas meshed well with lascannons for anti heavy support? If I have two vendettas, it might be a bit much lascan-wise, anyway.


Plasma and Lascannons do mesh well. Yes, if the Chimera doesn't move you can fire the HWT and the 3 special weapons (you have 5 fire ports, and the HWT counts as two). This means you can't fire a Plasma pistol on your sarge or any other weapons out of it. But if your Chimera gets destroyed where it explodes, every guy takes a Str 4 AP- Wound. You risk the entire unit being whiped out with one shot. Even if some survive, your now taking a morale check at 8 minus the number of guys killed. Since everyone takes a hit, you can't pick who dies or not either... you roll per guy. Most mech Guard players assume (correctly) that when you lose the Chimera, you lose the squad in it. It is a risk, just understand this... plenty of people still do it successfully, but they run multiple Chimera units to absorb the losses (like 5+ Chimeras at 1500pts).

On another note... don't put a hull heavy flamer on a camping Chimera. You put them on assaulting Chimeras. Leave the heavy bolter on a camping unit.

fyrenn wrote:
Would you recommend more Platoons, or more veterans? or even another CCS? What would you recommend for added anti horde/light infantry?


Depends if you want to be full Mech or not. With 3 Chimeras, your not mech, your a hybrid between mech and gunline and not really an effective hybred either IMO. Only thing you have going for you is that your opponent isn't killing your Chimeras first because he is gonna be targeting your Valks first to protect his own vehicles. Then maybe the LRBTs after the Vendettas... then your Chimeras. And since none of your guys are moving up forcing the issue, it turns into a shooting match...and your light (for a Guard gunline) on firepower.

Do Platoons if you want to do Orders, use HWSs, and/or run blobs. Platoons infantry squads can blob up, giving them more survivability, but you /need/ a Commissar in one of those units to make it Stubborn, increase it's leadership, and give it a higher chance to use Orders. Throwing power weapons on the Commissar and the Sergeants means you have a decent solution for CC because they are not ICs, so can not be singled out in CC. Giving the Sergeants melta bombs gives the unit some form of defence from a walker... because nonthing is more annoying then having a AV 10 Scout Sentinal get in CC with your blob and tying up 200+ points of troops with you having nothing to hurt it. Needless to say, don't let a T 7+ MC get in CC with your blob, because then your just done...just hope you can tar pit it till the end of the game. Shoot it before it gets in CC with you.

Vets are good due to the BS 4 and 3 special weapons. They can be given a HWT, decent Sergeant weapons, and even a Vox (if not in a vehicle). You can give them Sentries for a 3+ cover save, or Carapace for a 4+ save to make them more survivable. Melta Vets in Chimeras is a popular tactic and has seen a good amount of success... it is more or less mech hoard. Vets are just more expensive than a Platoon, but you get your point's worth.

Hoard/light infantry... lasguns do fine, heavy flamers on assaulting Chimeras. Multiple ACs do well for troops and light vehicles (AV 12 or less). LRBTs, Valks, arty... you have plenty of stuff really to pick from. But the real things to worry about are the Power armor goons. Put it like this... if you can handle power armor, you can handle any other infantry out there. In my opinion, there are 4 Guard weapons of choice... melta guns, plasma guns, lascannons, and autocannons. 3 of the 4 punch right through Terminator armor much less anything else (besides cover and invuln saves) and the AC is very versital to put fire on hoards to popping transports at decent range for a very reasonable price. The two shots put it over the Missile Launcher and Str 7 put it over the heavy bolter, much less the Mortor.

At the end of the day, you need to figure out your play style and build a Guard army best suited to it. I have seen good players win with bad lists. I have seen good lists get destroyed due to bad players. I have seen dice screw everyone and be the only factor for some lucky SoB to win. It is up to you to make something to your strengths and personal preferances... start small and work your way up. Combat Patrol games are only 400pts... then just expand from that once you get some games under your belt.

Been playing 40k on and off since 89.
Armies...
Orks, Eldar, Lamentors, Pre-Heresy EC, CSM EC, and IG.  
   
 
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